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/5eg/ D&D Fifth Edition General
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>Official /5eg/ Mega Trove, contains all official 5e stuff:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

>Pastebin with homebrew list, resources and so on:
http://pastebin.com/X1TFNxck [Embed]

>/tg/ Character Sheet
https://mega.nz/#F!x0UkRDQK!l-iAUnE46Aabih71s-10DQ

>Previous Thread
>>46965004 (Leave the memes at the door)

>http://magic.wizards.com/en/articles/archive/feature/plane-shift-zendikar-2016-04-27

What's your favorite plane of existence?
>>
>>46974961

There's a plane that's just salt?
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>>46974994
You're on it right now.
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>>46974994
it's where dwarves originally came from
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>>46974994
Yeah, the 2E Inner Planes guide actually had writeups for all the weirder elemental planes.

Void was weird because complicated equipment like clocks had to roll saves not to just stop working.
>>
What class makes the best necromancer? What class makes the quickest necromancer? What class makes the most fun necromancer?
>>
>>46975072
New vampires from zendikar. Don't worry about class, just give people a special hug.
>>
>>46975072
Wizard, wizard, and bard.

Zombies are your groupies and you're a rock star, baby.
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>>46975072
Wizard. Wizard.
Oathbreaker Paladin
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Reposting from the last thread:

The Kor have a dedicated Climb speed, does that mean that they can climb in combat without checks? Or just that when they make Athletics checks they climb really fast? I want to be sure before I bring it up with my DM.
>>
>>46975275
I thought that an Oathbreaker got necromancy shit before the wizards?
>>
>>46974994
>>/v/
>>
how do I get my dm to pay attention to what enemies can actually do

he got sick of us destroying his encounters too easily and tries to make things harder by just overbudgeting his encounters crazily (i.e we regularly fight double/triple/more than deadly level encounters) but because he doesn't actually play any of the creatures properly we just steamroll them anyway
>>
>>46975278
Whether you have to make a check or not is independent from your climb speed

Usually you halve your speed when climbing, kor don't have to
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Does anyone have proper maps for Castle Raveloft? The pack in the trove don't have them included
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>>46974994
Lol at the Ooze plane

Like why do fantasy writers always put stupid elemental shit in their games?

They should just stick to the classical greek/chinese imho.
>>
>>46975377
Close, but wrong. The rule for climbing is that each foot of movement costs one extra foot "unless a creature has a climb speed"

It doesn't matter RAW whether your climb speed is faster than your walking speed or slower. If you have a climb speed of 5, and a walking speed of 100, you're traveling the 100 foot wall in 20 turns, not 1.
>>
>>46975072

like I said in the last thread, death cleric, oathbreaker, or warlock

clerics have the funnest spells IMO, spirit guardians doing necrotic is swell
>>
>>46975579

Warlocks don't learn Animate Dead, do they? How would a Warlock necromancer work?
>>
>>46975610
They don't, no. To be a warlock necromancer you'd have to do 5 levels in warlock (for 3rd-level slots there) and then 5 levels in wizard or cleric (for animate dead). It'd be a bit exploitable due to short rest slots but for what you get out of it you might as well just go necromancer wizard all the way.
>>
>>46975431
That might be RAW, but RAI I think that just means that climb speeds don't suffer the same malus as regular move speeds.
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>>46975414

The plane of ooze is rad, though. All of the waste from Sigil winds up there, along with any adventurers who don't watch their step.

From its very inception, D&D has always had a lot of over-the-top, gonzo weirdness. You can tone it down for your table if you like, but I prefer my Planescape to be more like fantasy Rick and Morty.
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>>46975610

I just checked and they actually don't, I guess I remembered wrong. Like it's been said you could multiclass and use short rest slots to never worry about losing control of your minions. Even if a class doesn't have minion raising and stuff, you still have plenty of other necromantic dark magic like vampiric touch, and you can do some minion stuff with pact of the chain/summoning spells/minions of chaos/create thrall
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>>46975649
RAI aligns with RAW unless you have a really weird interpretation. Why would wizards stat out a slower climb speed for a creature if they didn't want it to climb slower?
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>>46975610
>>46975646
>>46975686
>release warlock class about learning from someone who made death their bitch through necromancy
>it doesn't let the warlock animate dead

This is almost as bad as the time wizards released a demon summoning UA and didn't include options for warlocks to summon demons.

How retarded is this company?
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>>46975649
>malus
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>>46975727
I've been silently upset about both of these for a long time. I remember being so excited for the Chain Pact because I thought it was going to be a scaling pet class with a fiend pet. How naive I was.
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>>46975727

You can use create undead because it's a mystic arcanum. That is, if your game even lasts that long.
>>
>>46975727
That and booming blade not being on the Bard list when almost every Thunder spell is are like, huge spell list peeves for me.
>>
I'm not sure if I should be impressed or disappointed with the free Zendikar supplement.

Ah well. At least it means that Wizards might some day make a full on Dominaria, Kamigawa, or Ravnica setting book for D&D.
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>>46976014
It looks like something a couple of guys who actually like magic lore threw together on their lunch break, and I mean that in the best way.

It's quick, it's kinda dirty, it's cheap, but it's a cute little labour of love.
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>>46976034
Yeah. That's the impressed part.
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How do I stat my BBEG for a party of 5 leve 20's? (I've never gotten this far with a group, we usually take too long and then the semester ends.)
He's a low tier god/avatar of one and he has his 2 most devout followers with him, he's a god of chaos and has collapsed all the planes together because he wants to see what would happen, the other gods don't give enough of a fuck to stop him so it happened. He has a snake motif, if that helps.
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>>46976034
>>46976014
It's basically a UA-level thing, considering they released it alongside a survey about whether or not people want more. It's a testing-the-waters thing, and there might be enough people who like MtG lore and play 5e that we'll be seeing more at some point.

I'm for it and I don't know shit about Magic. It means more settings for people to use and a way to get even more people in the hobby, even if they're only halfway supported by MtG-side employees making shit on their lunch breaks.
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>>46975354
Oh okay, that makes a lot of sense. Thanks anon.
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>>46976121
Have him have an avatar form (maybe an archmage or something, just a channel of magic energy), then have him enter his god mode, maybe a refluffed kraken? Tentacles could be snake heads like a tangled mess of snakes, change the lightning stuff to fire or another fitting damage type, change ink cloud to be not underwater and be a cloud of poison.
>>
Any reccomended modules for a first time DM?
>>
So I'm the dumbass who is either attempting to half-casterize bard or to make an alternate half-bard, right now it's mostly the former.

Am I horribly off-track?

New Power gained at level 7
Mass Inspiration; Once per rest, a number of creatures up to level + Cha mod can be inspired as if they received a normal Bardic Inspiration. Progression is d6 (7), d8 (11), d10 (15) and d12 (19)
Spell progression
As Half-Caster, with normal Cantrip progression (that is, a level 1 Bard only 2, 5 has 3, 10 has 4)
Known spells: same progression as Ranger.
Spell list tweaks
Added to the spell list: Mass Healing Word (level 3, so that bard still has a mass cure at level 9)
Compulsion is moved to level 3, remains identical
Power Word Heal is moved to level 5, its healing will probably be toned down to 60-70HP (equal or slightly weaker than Heal)
Either
Possible Secrets tweak: Also grants a known spells slot. (total known is thus 14, 15 for Scholars and Jesters, which admittedly has the problem of being equal to Warlock and base Sorcerer)

As a balancing act, I might also let each college have a small bonus (all fighting styles for Skald, choice between 2W, CQ Shooter and Dueling for Blade, an additional expertise for Scholar and Jester, this might overstep though)
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>>46974961
This is a really inelegant way of presenting the z-levels of Positive/Negative and their interactions with the elemental and para-elemental planes (and the quasi-elements they create).

Radiance is the best plane, by the way.
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>>46976498
How would you do it then, you black cock huffing jack ass?
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>>46976498
I love that Positive Energy could literally overload you to death with lifeforce. Literally the only use, ever, for protection from positive energy in 2e afair. That was also the days when mummies were Positive Energy undead.
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>>46976477
Lost Mine of Phandelver (the starter set) is fantastic for it.

And honestly Curse of Strahd is shaping up to be not too bad either, if you're willing to be a bit generous during the Death House part (or just start at 3rd level). At least from a prep point of view, it's very easy to run and understand if you ready through it.
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>>46974961
Favorite: Feywild, Carceri

Least Favorite: Pandemonium, Mechanus
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>>46976519
The Feywild, Prime Material, and Shadowfell are also flat planes that intersect this sphere; the Feywild runs across the Positive plane and Positive-aligned quasielemental planes, the Prime Material cuts straight across the main elemental planes, and the Shadowfel is just like the Feywild but with Negative and Nega-quasis.

Further outside those flat planes are the Outer Planes; Good ones up top near the Feywild and Positive stuff, Evil down below. Lawful Outer Planes are either closer to the inside than the Chaotic ones, or are near the Fire/Earth side of the Inner Sphere, while Chaotics are near the Wind/Water.
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>>46974961
Feywild is one of the few things I liked about 4e and my fave plane overall.
Limbo by way of the gith as well.
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>>46976668
So kind of like this. Actually, that Outer Plane description probably needs a little tweaking if you want to represent everything all at once. It's probably best to keep the Inner Plane positions and the Outher ones separate because the Inner Planes don't REALLY have a Law/Chaos bend like the Outher ones do and people might get the wrong idea. although if you HAD to assign law/chaos to the primary elements, Kossuth (fire) and Grumbar (earth) are definitely more lawful than Akadi (air) and Istishia (water), despite all of them being True Neutral. Akadi andIstishia value change and movement too much, and while Kossuth is also all about transformation, he just fucking hates chaos and lelsorandum idiots for some reason. this is also why he's Best God, btw

It also kind of fucks up the touching ring of Outer Planes as they're commonly depicted because you have to shoot all the way from the top of this tower to the bottom, but then again the Planes don't actually give a hot gay fuck about Euclidean geometry so they can do that if they want.
>>
Can someone clarify something for me?

Mold Earth:
>You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

>* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.

"...you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away."

What exactly does this mean? If I'm moving a five foot cube of earth along the ground, how can I only move it 5 feet away? Does it mean:
>target 5 foot cube of earth on/below ground
>excavate it (it is pulled up against gravity and the bottom of the cube is flush with the ground)
>I can move it across the top of the hole to a 5 foot square adjacent to the hole
>I can move it along the spaces adjacent to the whole as I please and deposit it in any one of them
?
>>
Is there a feat for two weapon fighting or should I dip a level of fighter for my swashbuckler rogue?
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>>46977164
>swashbuckler rogue

REEEE
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>>46977169
>REEEEing at potentially stupid questions
Is this a bad time to ask what cantrips are a must-have for a blade pact warlock? Eldritch Blast is a given, but are any of the melee ones worth it?
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Which class hits is main perks the earliest? I want to play a fun class, but I don't want to level up like crazy before I can have my fun.
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>>46977164
It's called Dual Wielder. It doesn't give you the style. It's also a bit of a waste since it's only a boost from 1d6 to 1d8 weapons.
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>>46977192
Cleric gets their spec at level 1.
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>>46977169
What's wrong with Swashbuckler?
>>
>>46977223
Trivializes the playstyle of the rogue
>you get sneak attack whenever you attack

Rogue on easy/boring mode
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>>46977006
You are literally Minecraft-digging a block in front of you and placing the resulting dirt cube to the side. But this cube is 5 feet on a side.
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>>46977263
Only when no one else is within 5', it's literally only useful in one on one duels. Are you unable to read?
>>
I need your help, /tg/. I'm playing a wild magic tiefling sorcerer, and I don't know what spells to take at level 3. Here's what I have now:

Cantrips: Thaumaturgy, Acid Splash, Ray of Frost, Friends, Mage Hand
1st: Mage Armor, Witch Bolt, Shield

I also have a staff that lets me cast Mage Armor once per day. So I learn one new spell, and I can replace one that I know. I'll have 2 level 2 spell slots. I'm thinking of learning Phantasmal Force and replacing Mage Armor with something. Thoughts?
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>>46977263
>Trivializes the playstyle
>Of having the fighter stand within 5 feet of you so you can shank a guy's side
>Of hiding behind a wall for 2 seconds and popping out from the same spot to shoot from a distance

>By allowing a sneak attack if you have only one hostile creature within 5 feet
It's really fine, mate.
>>
>>46977300
Silent Image if you are creative and smart and your DM isn't a fag.
Color Spray otherwise.
Thunderwave can be useful if you never mention the fact that it creates a fuck-loud explosion and your DM is dumb enough to not make every enemy in the cave come running to beat your asses.

Levitate's good for level 2. You can use it on enemies, too, and set up goofy shit if you have a Warlock or Battlemaster in the party.
Invisibility is also always a classic, especially since you're a Sorc and can Twin Spell that shit.
>melee shit-ruiners pop out of invisibility right next to the enemy wizard
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>>46977294
It looks like you are the one who is unable to read, friend.
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>>46977362
It's late night /5eg/, get ready for some pretty salty drunk posters that are just looking for an argument.
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>>46977439
I'm pretty sure they were talking about the official version in SCAG, not the UA version.
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>>46977466
It's the same, just with tighter wording.
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>>46977279
So it is instantly excavated from range, it scoots directly to the caster and the caster chooses an adjacent square to deposit it? What if you want to put it somewhere other than immediately beside you?
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>>46977408
Levitation does sound fun, but it's another concentration spell, which is meh. Color Spray isn't though.... I'll probably go with that. Thanks.
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>>46977479
pls post the pdf
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>>46977479
No. One says allies, one says other creatures.
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>>46977479
>if no creature other than your target is within 5' of you
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>>46977490
it's in the OP mega
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>>46977490
There has been a Mega trove with all the official 5e content in /5eg/ since the early days of /5eg/s, before it was even called /5eg/. It's the first thing in the OP, the first thing in every thread. Jesus fucking christ, anon.
>>
Is it OP to give a character the base undead properties? I'm thinking about having a homebrewed forsaken race, but I'm not sure what draw backs to add.
>>
>>46977537
There's no such thing as "base undead properties." There are effects that explicitly say that they don't affect undead, but nothing that the "undead" type otherwise provides.

This isn't 3.5e, anon.
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>>46974961
Elysium. I wonder if the giant whales you could ask for a ride are still theres.

Incidentally I'm still pissed off they changed the names of the planes. Mount Celestia vs the Seven Heavens? Bytopia vs the Twin Paradises? Beastlands vs the Happy Hunting Grounds? I bet the Abyss doesn't have 666 layers any more.
>>
>>46977527
>>46977517
My bad, I've tried to access the mega before and had issues connecting to the site so i forgot. Thx.
>>
>>46977488
It may be concentration, but you can completely immobilize two enemies (with Twin). Hold Person does the same thing and targets a harder save stat, but it doesn't aid allies in shoving fuckers off cliffs or launching them a hundred feet into the air, which is just hilarious. Also useful as shit out of combat just for getting around; one of the more limited movement spells to be sure, but the one with the best combat capabilities.

If you're a real champ you can also levitate over enemies and fire cone spells downwards, which basically turns them into circular AoEs.

Get rid of Witch Bolt. It's trash.
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>>46977006
My groups always did it more as really weak earthbending where you can lift and manipulate the rock/dirt but can only drop it wherever you want it to go.

Also it obviously isnt in a perfect square.

Since the rules state that "when the effect ends blah blah returns" we always just ruled that as if you have the earth in a position where it wouldn't be able to stand on it's own it crumbles into a pile wherever it is (ie: making a dirt hole the dirt won't magically fly back into the pit you dug, but if you built a structure out of it it'll collapse unless built in a way that gravity won't make it fall apart.)
>>
>>46977557
I'm actually surprised they went back on the creature types for tiefling, elves and gnomes considering nothing seems to affect those too much.

Admittedly land druids and ancients paladins would be probably annoying to deal with for elves and gnomes.
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>>46977481
Five feet to the side of the square you're excavating it from. Where you, the caster are, is irrelevant, as long as you're moving dirt from a square within the spell's range.
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>>46977599
>launching them a hundred feet into the air
That takes 5 rounds to do.

Witch bolt is next to go, after mage armor.
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>>46977610
It's just dirt moving, not dirt shaping. The hour long effects are only for putting symbols on it or making difficult/normal terrain, everything else is an instantaneous effect.

But when you consider that in a single round you can essentially make a 10 foot wall (a hole appears 5 feet down, you move the dirt onto level ground 5 feet up), it's pretty good. Obviously it's still not in a solid cube but D&D doesn't do flow rates and piles or half-square elevation or anything so you may as well consider it mechanically 5 feet each cube for the purposes of traversing terrain, even if it only creates a three foot pile (the latter being more important for jumping gaps, heights, or determining how good the cover is). Speaking of cover, it's a great instant cover cantrip.
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Why did they nerf conjuring so hard? I feel like they could have reeled it in enough just with the concentration rule. Instead they also opted to remove all the useful spells. They need to have a few spells for summoning one decent CR fiends, celestials, and elementals that you get at a low level, but then scales, so you don't need to take a three other spells. Why did they not do this?!??! I AM ACTUALLY VERY UPSET ABOUT THIS!!!!!!
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>>46977658
>>46977599
Also, you can't levitate the creature out of range, can you? So it could only go 60 feet up.
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>>46977658
You don't do the launching, at least not as a basic Sorcerer. You couldn't get them 100 feet up if you wanted anyway since the range on Levitate is 60 feet.

You use Levitate so that your allies can stand under the enemy. Consider what happens when a Battlemaster starts throwing javelins with 15 foot Pushing Attacks attached from directly below an enemy, or a Warlock uses 10 foot Repelling Blasts on each hit of Eldritch Blast (two at 5, three at 11).

If you're a Sorclock, you can do this yourself, too. Only takes a single level of Warlock (or Magic Initiate to take the cantrip). Levitate an enemy 20 feet. Next turn, walk under him, double Repelling him 20 feet higher, Quickened Spell, double Repelling again, drop Levitate concentration and walk away. Crunch. You can also hurl them right off protected ledges (like a castle battlement) easy by launching them sideways with Repelling.

This may not be the most mechanically damaging stuff you can do, but it sure as fuck is the most ___F___U___N___ . My own party has used this extensively to turn enemies into projectiles aimed at their pals.
>picking an orc warleader up off his worg and launching him into his own shaman, dealing an extra 6d6 damage to both of them and knocking them prone
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>>46977892
Thanks, but it just seems a little too cheesy for my tastes. Also, we don't have a Warlock or a Battlemaster.
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>>46977765
You can get an extra 10 out of that if you high jump off a table.
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>>46977960
Of all the cheesey shit that magical spells that don't deal straight damage can do, this is one of the least egregious and most hilarious.

>we don't have a Warlock or a Battlemaster
NO BATTLEMASTER? Shit, what is your party doing?
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>>46977537

Forsaken aren't affected by Chain Undead or similar effects, so you might as well just make them humanoid if you want to emulate WoW.
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>>46977892
>(or Magic Initiate to take the cantrip)
Actually, that won't get you repelling blast, but that's why Sorlocks are such a popular thing.
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>>46977988
I take that back. The Fighter and I just hit level 3, so I'm not sure what he's taking.
>>
>>46975685
Given the amount of places that are all 'there is no reason to come here, everything here will kill you, no, seriously, dude, why are we going here', taking a Rick and Morty stance seriously helped me to understand Planescape.
>>
>tfw have so many good build ideas
>write them down in .txt's but never get the opportunity to try them.
>>
>>46978012
One of the reasons Sigil is even around is so that folks from different planes can freely interact with each other in a setting that doesn't instantly obliterate one party of the interaction from existence.
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>>46975411
Here you go. These are just the DM ones, but you ARE a DM right?


https://mega.nz/#!u9YRnTQC!JqSBotWbGAai3_YxJgbxG1WTNahq0uk6HHjzoFpyWmk
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>>46978011
Well, you float the idea of burning Action Surge and all his superiority die to land four Pushing Blows at range just to pop an enemy 80 feet into the air (possibly more if your DM is open to extending impetus) and letting him go crunch time on the pavement. See if his eyes sparkle at the thought.

And consider having another party member post a spear on the ground or something at the landing site.
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>>46977988
>tfw running a game where the castiest characters are a Paladin who only smites and a Bard who has yet to use anything above level 1
>Remainder is a BM, a Shadow Monk and a Swashbuckler
Feels good
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>>46978101
>played a campaign with three Fighters and a Ranger
>Solid Snaked our way through every adventure
>>
what would you boys prefer; battlemaster war cleric, or Eldritch Knight Abj wiz?

war cleric could be fun, i'd like never miss with guided strike and precision attack. go variant human and grab GWM at level 1, by level 3 you can probably land a GWM attack on any halfway decent roll.

Eknight would be fun because he could literally never die, constantly got an arcane ward up + absorb elements or shield whenever I actually get hit. Handful of nuke Evo spells as well for damage

would probably do Fighter 6/War Cleric 14 and Fighter 6/ Abj Wiz 14
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>>46978246
>planning for 20
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>>46978246
my group uses accelerated xp, but no the character is more planned for the 6-8 range

neither will ever get near 20, probably 12~ max
>>
>>46974961
I love the devil lords of the nine hells. The devil lords and pazuzu are always interesting additions to any long term campaign imo.
>>
So I'm building a druid that buries people alive.

This is my first druid build, so I could use some advice.

>Race: Hill Dwarf: +2 Con, +1 Wis; 25 walking speed
Obviously the Wisdom racial bonus is important (it's the spellcasting ability) and I figure that the Con boost is more valuablethan the Dex boost a wood-elf would yield considering that I will be taking the physical stats of any beast I shape into. Furthermore with this in mind, should I worry about the shitty walking speed? If I go wood elf, I get the highest base speed in the game, but again, I figure that that doesn't matter since if I need to move quickly, I'll be wild-shaping into the appropriate beast.

I put together a point-buy array while I wait for a game; if they roll then I can use the point-buy array as a guideline.


Str: 8 -> 8
Dex: 8 -> 8
Con: 15(+2)-> 17
Int: 15 -> 15
Wis: 15(+1) -> 16
Cha: 8 -> 8

Anything terribly wrong with this?
>>
>>46978497
You don't need a super high dex that is true but for emergencies you still want a decent dex to help boost your ac some. I'd suggest taking two points out of int and con to boost your dex to 12. It will help your initiative and help you anytime your animal form is down. Other than that it looks very solid.
>>
>>46978549
Alright, I'll consider that, thanks.

For character story/motivation, how does something along the following lines sound?

>standard druid motivations, preserve nature, love the land, etc
>her reason for adventuring is to put down ne'er-do-wells and return them to the earth so they can propagate further life (a la the whole, burying alive (or dead if need be) shtick)

Is it possible for a hill dwarf female to be cute? I can only imagine stout, stalky, hairy dwarves regardless of gender. If not, I might go male, but the grace and elegance of the female form is a nice analogy to the beauty of nature and fitting for the class.
>>
>>46978497
Cha saves more important than Int saves
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>>46978679
I decided to boost Int max because I hate having low-int. I fancy myself to be somewhat more intelligent than the average joe, at least clever, and I hate having to roleplay a dumb shit. I figured since I'm trying to play a druid tactician here that it would be appropriate to boost int.
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>>46977892
You can't use Magic Initiate to get Repelling Blast
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>>46978697
You should probably give her a low Wis.
>>
>Want to do a swashbuckling sea campaign
>See Waterborne Adventures Unearthed Arcana
>Check it out
>Literally just Swashbuckler, Storm Sorcerer, and Minotaurs
>Fuck Minotaurs
>Everything worthwhile except Mariner Fighting Style is already in the SCAG
>>
>>46978646
>Can I play make believe like this?
Yes, anon. Yes, you can. In order to be a cute Hill Dwarf Druid, be a cute Hill Dwarf Druid. Same as you would a Human or Elf, but shorter and better at not dying from poison.
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>>46978830
>Druid
>Low Wis
>>
Is the source code for the SpellViewer accessible?
>>
Can I use Twinned Spell with concentration spells? Phantasmal Force for example.
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>>46979103
Yeah it's one of the reasons it's so good.
>>
So I just started playing with a new group aaand... they don't use maps. Or care about distances/ranges. Like, at all.
It's very confusing to me.
Do I keep playing with them or do I stab these people in their faces?
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>>46979296
You just need a better IMAGINATION.
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>>46979296
They don't care in a general sense, or to an extreme degree?

Because if you're playing a range character, or one that gets a lot of benefit from being mobile, then that sucks, senpai.
If you are playing a character that is affected greatly by ranges and such, talk to your GM about it and see if you can't come up with some compromise if its causing you to under perform during combat and shit. If they're unwilling, then that's a shit GM.
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>>46979344
>They don't care in a general sense, or to an extreme degree?
In general. Like PCs just say "I move to melee (or bow) range" or "I run out of the room" etc. I got my clock cleaned last session because I had unknowingly wandered a little ahead of the group just by saying "I go and investigate the X" - not knowing that by NOT saying anything the rest of my party was merely standing around the door while I let my squishy ass hang in the breeze.

We also have a lot of trouble navigating dungeons. There's no map (I don't mind doodling one desu but the GM is less than descriptive most of the time...) so we don't know how many halls/doors/rooms we haven't investigated, which leads to a lot of "we investigate the next room" bullshit that makes things sorta dry and samey.

I dunno, I think it's more weirding me out than destroying balance at this point... but we haven't really fought a group of anything yet so I don't know if this is also going to mean getting punched in the face a lot because the front line can't position themselves to protect the back row, or if the GM is just going to play the NPCs like idiots and always rush the fighters.

I guess I also wanted to check and see if this was a regular thing in 5e or not. Shit's changed since I last played (3e).
>>
>>46979441
My group typically doesn't use a real map unless requested by the players for them to gain a better visual (like you mentioned sometimes there are a lot of doors and stuff).
Although, as a DM I will often sketch a quick map if I perceive it to be confusing for them.

When it comes to combat however, we usually draw a quick map so everyone can be on the same page combat-wise if it's important enough. The only time I ever don't draw a map is if its some environment where no one is really going to have difficultly getting their attack in how they want to. Of course if someone wants to toss a fireball that might make things difficult. Luckily, no one knows fireball.
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>>46979441

DMing takes practice. Help your DM get better by asking lots of clarifying questions, and graph the dungeon out on paper as he describes it. Check with him to make sure you've got everything right. When you're stuck, ask perceptual questions like, "What kinds of sounds do I hear?" or "What does it smell like in here?" Your DM will gradually get better at describing stuff.

>I guess I also wanted to check and see if this was a regular thing in 5e or not. Shit's changed since I last played (3e).

More 2e players are coming back into the game after strongly disliking 3e. Back in those days we didn't map things out nearly as often as gamers do nowadays, so that may be having an influence on the game. But it doesn't sound like your DM is that old school, it just sounds like run-of-the-mill inexperienced DMing.
>>
>>46979630
Yeah I think I'm going to end up drawing the map. I don't mind though. Might have to get them to clean the table off though holy shit what a mess.

>>46979718
>But it doesn't sound like your DM is that old school
No he's new to DMing. Thanks for the tips though, I'll see if I can coax some better descriptions out.


>Completely unrelated question I just thought of
Is there a rule of thumb when rolling a Druid as to how many animal forms you should know? Every answer I get is "talk to your DM" but I don't personally know the guy so that's impossible before the session. I was thinking of just picking half a dozen - some that I can use now, some that I can use in a few levels as the restrictions lift.
>>
>>46979835
Depends a bit on where your Druid comes from. If you lived in the woods your whole life before adventuring, you wouldn't have seen scorpions and such things.
>>
I have a feeling someone's going to be striking a deal with the devil to get his wife (and the children she would have borne him had they been able to start a family in earnest) back from the dead.
I need a sadistic price that he can't refuse. He's a warlock and has already lost pretty much everything else bargaining with said devil.
First thing I thought of was his firstborn child, but that would be too far, even for him. It has to be something he can justify to himself, like the souls of a hundred murderers or the like. The demon is obviously playing him for the long game- eventually, he'll crack and become a total pawn.
>>
>>46979857
I was thinking of going Arctic for the control spells (which seems like a shitty idea according to the internet who apparently has a hard-on for nothing but grassland and underdark druids) so I guess that sticks me with things like bear, badger, elk, deer, etc - I'm assuming by "arctic" druid they really mean like boreal forest and not literally an ice dwelling eskimo who's only seen polar bears and seals. Although "I shift into a 4000 pound walrus and proceed to not give a fuck" does sound fun.
>>
>>46979835

>Is there a rule of thumb when rolling a Druid as to how many animal forms you should know? Every answer I get is "talk to your DM" but I don't personally know the guy so that's impossible before the session. I was thinking of just picking half a dozen - some that I can use now, some that I can use in a few levels as the restrictions lift.

Unfortunately, there is no answer other than "ask your DM", because the book is vague on the subject. If you want to make life easy for your DM, make a list of animal forms that you have access to along with the environment those animals are found in. Ask him which ones your druid would probably have seen. There are a few excel files floating around that have 5e creatures listed with information like that, so you can just filter for beasts and write those down.
>>
>>46979879
He must give his firstborn child to the devil as soon as it's born... but he can't tell his wife beforehand or she'll die.
>>
>>46979902
>There are a few excel files floating around that have 5e creatures listed with information like that, so you can just filter for beasts and write those down.
Just bumped into this place http://donjon.bin.sh/5e/ which has all kinds of great fucking tools, including spell and monster lists that you can filter pretty easily. No descriptions but it does have the page lookups in MM and PHB (etc) which is just dandy.
>>
>>46979900

The power crunch differences between an arctic druid and an underdark druid are small enough that you should just go with the one that appeals to you. I'd play the shit out of an Inuit druid that shapeshifts into polar bears, seals, snow owls, golden eagles, etc. There's a surprising amount of diversity in the arctic.

http://www.coolantarctica.com/Antarctica%20fact%20file/arctic_animal.php
>>
>>46979900
Don't forget wolves, weasels, sheep, oxen, and bears. Then at later levels seals, eagles, and MOTHER FUCKING NARWHALS.
>>
>>46979904
Not quite what I was thinking- I was thinking more like
>His firstborn child will kill him for his crimes, as soon as he/she comes of age.
Or
>His wife lives, and she carries his child, but they can never meet face-to-face ever again.
>>
>>46979935
>>46979946
Thanks guys... Narwahls and Wolverines, this could be a shit ton of fun.
>>
>>46979949
Well, those aren't very sadistic.
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>>46979957

I'd roleplay him as this real quiet, humble guy, never raises his voice, helps out but doesn't make a big deal out of it. Outside of combat he mostly helps other people on their checks to give them advantage, maybe goes hunting for some dank blubber from time to time. But when shit goes down, he turns into a vicious god damned wolf and tears a fool's trachea out with his teeth, just bathing in blood, staining his pure white fur to a deep crimson.

Then he shapeshifts back, wipes his face off, and goes back to whittling a little stone seal to give to a kid in the next village.
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>>46979963
>The only woman you've ever loved will never speak to you again
doesn't sound sadistic to you?
How about
>So long as she lives, you will be in unceasing, excruciating pain that cannot be dulled
>She lives, but you die in her place
>You must find three willing people to die in her place, who are otherwise non-suicidal. None of them can be you.
>In exchange for her life, the demon gets unrestricted control of the warlock's body for twenty-four hours- during which neither he, his wife nor their children will be harmed, but anyone else is fair game. Said time is not necessarily consecutive.
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>>46980010
t. Mr. Rogers the Khorne Berserker

does sound fun
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>>46980020
Yeah, if you've promised her first-born child to the devil and it's torn from her arms right after she went through 9 months pregnancy and childbirth JUST TO GET SOME COOL POWERS then she's not going to speak to you again anyway mate.

>You must find three willing people to die in her place, who are otherwise non-suicidal. None of them can be you.
This is okay, but the three people should be specified to be innocents. Single mothers of large families and such.
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>>46980052
That one's probably the best.
>tfw getting more and more desperate the closer he gets
>tfw someone's killing the willing people he finds before he can make 3
>tfw it's a warlock of the same demon
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>>46977192
Wizard gets the most powerful perk in the game at level 2, if you go conjuration.
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>>46980179
Conjuration is pretty nifty but not the absolute best

Now divination? Halfling diviner with the lucky feat would break the game
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>>46980219
>Lucky Halfling Divination Wizard 2 / Lore Bard 3
>DM asks me to roll something
>mfw
>>
Best warlock pact?
>>
>>46980264
The one that best fits your character.
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>>46980264
I think chain is best, because of how much it lets you do with no risk.

fiend is the best patron.
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>>46979296
>using maps

step up senpai

Anyway, just ask the DM the range between you and the baddy
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>>46980246
throw in Wild Magic Sorcerer 6 (for tides of chaos/bend luck) and Any Cleric 1 (for guidance/resistance/bless)
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>>46980264
Gotta be tome, lets you do the best of either pact (you can summon familiars with the ancient secrets and you can be a melee fightan guy with shillelagh and GFB) plus extra cantrips which you'll love since free spells are always nice.
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>>46975006
underrated post
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>>46980264
tome >= chain >> blade
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>>46980359
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In Fifth Edition, can I play as skeleton?
The template existed in 3.5, but lack of Intelligence and aligment restriction made it awkward choice to play as.
>>
>>46980451
If your DM allows homebrew. There isn't anything official for it as of yet.
>>
So my group is starting the CoS in full since we all passed the Death House and since new people are joining us our DM said we can start new characters at level 3 just so everyone is caught up.

I have 3 characters I've been toying around with but have no idea what I should pick. Which character do you think will be the most fun to play/most interesting in your opinions?

1) A half-elf charlatan who scammed a Fey princess into thinking he was a bold hero to get powers (Archfey Tomelock)

2) A grizzled human noble hunts down the sorcerer who killed his pupils in cold blood (Vengeance Paladin)

3) A half-orc folk hero who was raised in a cloister of Kelemvorian priests sets on a journey to restore balance to life and death by ridding the world of those who would seek immortality or conquest through the undead (Death Cleric)

My DM has allowed the Death domain and variant humans to be played as well.
>>
>>46980451
closest you can get officially is the revenant UA
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>>46974961
>Arborea -> Olympus
>Grey Wastes -> Hades
>Baator -> Nine hells
I'm mad.
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>>46980479
Warlock, but make it pact of the chain instead.
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>>46980479
>A grizzled human noble hunts down the sorcerer who killed his pupils in cold blood
This sounds fun. He's a big manly guy, but kind of broken.
>>
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Okay, red cards are done. moving onto blue.
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>>46980534
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>>46980532
Yeah, I thought so too, but it's a martial, so that kind of ruins any fun to be had.
>>
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>>46975414
Indian/Japanese hierarchical elements are pretty cool desu.
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>>46980543
?

Mind elaborating?
>>
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>>46980547
>but it's a martial, so that kind of ruins any fun to be had.

>>46980553
Thought you were posting on the wrong thread. What are these for?
>>
>>46980569
>>46980534
yeah, what the hell are these things?
>>
>>46980534
>1000d100 damage
Isn't that a bit overkill? Why has the time to roll 1000 dice?
>>
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>>46975756
>not wanting your terminology to exhibit elegant symmetry
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>>46980576
Posted these last thread too. I think they're inspiration cards. Players get a random one whenever they get inspiration, and return them to the GM when they want to use them, like the crit-cards of yore.
>>
>>46980569
An inspiration deck I'm making. I'm trying to let the players spice combat and scenarios up a bit more on their own.

Basic rules:

At the beginning of every session, players roll 1d4, and draw that many cards. That's their handsize for the rest of the session. A player can play a card once per scene. If they do so, the DM gets to draw a card (DM starts with no cards, but has no hand size limitation). DM can play cards too, benefitting NPCs under his control, or even players if he wants. Whenever a DM plays a card, the player with the least cards gets to draw one.

That's the basic idea at least, rules are subject to change.

Card rarity will be as follows:

5 copies of every common card in the deck. 5 different commons of each color.
4 copies of every uncommon card in the deck, 4 different uncommons of each color
3 copies of every rare card in the deck, 3 different rares of each color.
2 copies of every mythic card in the deck, 2 rares of each color.
1 copy of every special card in the deck, 1 special of each color.
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>>46980590
>Isn't that a bit overkill? Why has the time to roll 1000 dice?
I can't tell if you're joking.

>>46980625
Oh....
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>>46980639
We mostly play through roll20, so I didn't think of the dice question. The basic idea is that whatever is still left in the scene within a minute is dead, it just felt better to make it a dice roll.

I'll change it.
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>>46980504
I know pact of the chain sounds kinda more in line with my characters rougeish nature, but I really hate that I'd miss out on Vicious Mockery and all dem rituals.

>>46980532
Yeah, I've given him a bit to dwell on as he treks around looking for the sorcerer, eventually leading him through the fog to Barovia. He's older and looked to those pupils for the future and the sorcerer cut them down before their time. I usually play younger characters so playing someone who has already seen some shit would be nice.
>>
>>46980654
You really don't need to change it. The fact that everything dies is implied, and is what I was getting at. Nothing in the MM is going to survive that. It's minimum damage is 1000 and expected value is 50500. That's enough to kill 37 Tarrasques.
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>>46975778
So allow bards to take it at your table?
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>>46980625
it's a cool idea, but it seems excessively complicated the way you've implemented it, with some cards being nonsensical (my fighter is inspired, so now the climate magically changes)

this is obviously just my opinion, but i'd prefer simply giving out a single random card to each of the players at the start of the session, if they use it they don't get it back unless they do something worth it (like how regular inspiration works), and the DM doesn't get any. i'd also prefer to limit the card options only to the more sensible ones like Burst of Speed, Sunder Armor (require hitting them with a weapon attack first), Touch of Luck, Wild Magic Storm, with more along those lines. i'd also have two decks, a martial deck and a spellcaster deck, so you can avoid the barbarian getting Wild Magic Storm or the wizard getting Sunder Armor. hybrids or multiclasses can draw from either deck

i can definitely see it working the way you've set it up, some of my friends prefer complex, crazy stuff like that. but yeah, i'm just giving my own opinion
>>
>>46980722
Yeah, I understand where you're coming from as well. What I'm going to explain to my players when we try this out is that it isn't their character doing this. I'm just trying to share narrative control with them in a structured manner. So a lot of the cards let the characters define the scene. Inspiration is maybe misleading, but inspiration decks are the closest analog. I guess maybe narrative deck is the better term for it.

For what it's worth, if this narrative deck doesn't go over well with my group, I'm probably going to do something like your idea and try that next.
>>
>OotA
How fucked am I if I don't have darkvision?
>>
>>46980855
Are you a Bard, Cleric, Sorcerer, or Wizard?
>>
>>46980855
Be a warlock and get Devil's Sight
>>
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>Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
What are some fun things you can do with this?
>>
>>46980971
Well, not much.

I guess you can turn wooden coins into silver coins.

Considering minor conjuration lets you sapphires from thin air, I think you're limiting it too much.
>>
>>46975414

My "Ooze" plane is called Sepulchre, the wasteland where gods go to die. The plane is basically walking through the cosmic-size decaying bodies of deities, its pus and bile and shit and disease and rot and maggots and flies. Scavengers. Pockets of explosive gas. Nastiest place in the omniverse. My favorite plane!
>>
>>46981004
Well it's from the PHB, so I'm not limiting anything, but I think Alchemy would do a better job at passing off phony goods. The sapphires would be glowing, so I'm not sure many shopkeepers would accept them. Not in the games I'm in, anyway.
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>>46981092
They're magic sapphires! They glow with obvious untapped magical power.
>>
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Okay, the whole set is done now.
>>
>>46981128
I would imagine most shopkeepers would be wary to mess around with magic.
>>
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>>46981148
>Typo in the first card.
>>
>>46981148
kudos on the cool idea and effort put in
>>
>>46976121
A mid-to-high level party can easily kill things of a CR much higher than their level if they're fresh. Like, a 13th-level party can take on a pit fiend if that's all they have to face today. So don't let them come to this one fresh. Make them survive a long, hard gauntlet of challenging encounters before they can even get to the boss. Limit their ability to escape, sleep in the dungeon, or skip large sections of it with Wind Walk and the like. Then make him a CR 30 guy with two CR 20 guys with him. Use the guidelines in the DMG for monster stats by CR, which tend to be significantly higher than the actual monster stats in the DMG. Don't forget to give him legendary actions, plus lair actions if he's on his home turf. This all sounds unfair, but it's what is required to challenge a 20th-level party.
>>
I basically want to play a guy with a greatsword that's fairly good at magic. How do I make it not suck?
>>
Is there Roadside Backgrounds in the 5e book list?
>>
>>46981752
You have to choose which of those two things he's better at. He can either be a magic specialist who dabbles in swordplay (bladesinger, valor bard, war cleric, bladelock/shilleghlock) or a swordplay specialist who dabbles in magic (eldritch knight, arcane trickster, paladin, ranger, guy with the Magic Initiate feat.) Try to make yourself equally good at both and they'll both suck.
>>
>>46980654
You should just say that creatures die for abilities that allow creatures to drop to 1 instead of 0.

Most Undead or even a plain-old Half-Orc could (technically) survive that.
>>
I think Caerci is the most interesting to me as a thing to read about, but the most interesting to build an encounter on would be Acheron, and I have never done it.
>>
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>>46981813
>Kills 37 Tarrasques
>Can't kill a half-orc
>mfw
>>
>>46981752
Eldrich knight, bladelock, and bladesinger should work nicely.
>>
I want to be a Dragonborn LG Rogue who was a treasure hunter for his clan. What background do I pick?
>>
>>46981899
A LG treasure hunter would have to limit himself more-or-less exclusively to treasure that's not currently being used. So I'd actually go with the Sage background and make him an adventuring archaeologist.
>>
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>>46981938
I can't help picturing a big lizard dressed like Indiana Jones.
>>
>>46980639
>I can't tell if you're joking.
I'm pretty sure that's symptomatic of autism ;-)
>>
>>46981899
Ask your GM if you can create your own background. If you're stuck with what's in the book then Indie Sage or maybe Outlander would probably be the best bet.
>>
>>46982031
What about the Treasure Hunter background found here?

https://www.dropbox.com/s/rtvv73uexqvrifj/Roadside%20Backgrounds.pdf?dl=0
>>
>>46981869
Bladesong doesn't work with a greatsword though?
>>
>>46982355
Oh my apologies. I thought they could. Well eldrich knight and bladelock are still solid choices for a magically inclined greatsword wielded.
>>
A Fighter, a Rogue, a Druid, a Paladin and a Cleric all trip a Glyph of Warding that triggers Stone Shape and turns the door into a wall, sealing them in a 15x15 stone room with no windows or other exits.

How do they get out?
>>
>>46982581
They can shash the door wall, slowly. What level are they? Could be easier at higher levels.
>>
>>46982581
Depends on the level, but if they're past level 10, the druid keeps them alive on goodberries until the cleric's divine intervention works.
>>
>>46982581
cleric could use stone shape, plane shift, gate, earthquake (not recommended) or divine intervention. druid also has stone shape, plane shift and earthquake. they could also shapeshift into a spider and try and fit through any cracks in the walls, you can use animal shapes to bring your party with you.
>>
>>46982751
There probably isn't that much air in the room.
>>
>>46982581

The druid casts stone shape and they walk out.
>>
>>46982779
The druid wildshapes into one of them sentient plant things to recycle the air.
>>
>>46982824
Are they beasts?
>>
>>46982646
>>46982751
>>46982766
>>46982779
>>46982802
>>46982824
>>46982836

Let's say they're level 6, so only 3rd level spells.
>>
>>46982836
Surprisingly no. Oh well, the cleric and the druid can both walk through stone anyways, and it's not like the fighter or the paladin are contributing anything in that party. The rogue will be missed though.
>>
>>46982766
the druid or cleric can also either turn into, or summon something with over 20 strength, and your DM might let them use a strength check to try and break the walls. for example, you can use conjure fey to summon a mammoth (STR 24) or wildshape into a rhino (STR 21), although this might make the room a little crowded. there might be other options, flick through the monster manual.

and if the DM gives the wall a HP value, everyone could just attack it until it dies.
>>
If they get on the ball and thing fast, like in less than 10 minutes, dispel magic would work.
>>
>>46982989
Stone Shape has an instantaneous duration and is a permanent reshaping of the target object.

Dispel Magic would work if they saw the glyph before it triggered.

Once it has, a 4th level Counterspell *might* work in the same round as the glyph triggers.

After that, there's no ongoing magical effect to counter or dispel.
>>
Does anyone have a software or know of one that i can use to track encumberance?
Only decent one i found was in enworld but its a spreadsheet that is a bit overwhelming and has no documentation.
thanks for any help!
>>
>>46982581
Hammer. Chisel. Elbow grease.
>>
Martials are U S E F U L
>>
>>46983053
Oh, I was thinking of wall of stone. I guess RAW, you could just climb over since the door is probalby taller than 5ft, or snash through the wall, which can't be that thick.

Can the druid turn into anything witha burrow speed?
>>
>>46983130
Agreed. Martials are awesome. Magic is an unnecessary crutch. Champions and Thieves FTW.
>>
>>46974961
>vacuum
>a positive plane

elements need to be rotated 45 degrees anti-clockwise and radiance swapped with smoke then positive negative bullshit would make maybe a semblance of sense
>>
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>>46983130
Hello, and welcome to /tg/ where the quests are banned (hallelujah), and the points don't matter.

First up is scenes from a hat, and our audience has already supplied our first topic!

Things Martial Classes are good at.
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>>46983151
badgers and giant badgers both have burrow speeds. can you burrow through solid rock, though? my preference is turning into a spider, and hopefully escaping through cracks in the wall and getting help. but you could also try and use conjure animals to summon a rhino and smash down the wall. but without stone shape or passwall (land druids can pick this up), or some kind of teleportation spell, it depends on what the DM will permit.
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Is there a Rogue reference sheet in the docs?
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>>46979935
>>46979946

I'm such a goddamn nerd.

>POSSIBLE ARCTIC DRUID FORMS
>(Arctic) Wolf
>Arctic Fox = Jackal
>Black Bear
>Brown Bear
>Caribou = Deer
>Dire Wolf
>Dall Sheep = Goat
>(Bald or Golden) Eagle
>Elk
>Giant Eagle
>Giant Elk
>Giant Owl
>Gyrfalcon = Hawk
>Lemming = Mouse
>Mammoth
>Mink = Weasel
>Moose = Warhorse
>Musk Ox = Mule
>Narwhal = Reef Shark
>(Orca) Killer Whale
>Polar Bear
>Raven
>Saber-Tooth Tiger
>Sea Otter = Giant-Weasel (Speed 40ft becomes Speed 20ft, Swim 30ft)
>Siberian Lynx = Panther
>(Siberian) Tiger
>(Snowy) Owl
>Timberwolf = Worg (minus Darkvision and Languages)
>Walrus = Giant Sea Horse (Bludgeoning damage becomes piercing)
>Winter Wolf
>Wood Bison = Giant Goat
>Wolverine = Giant Badger


That is a WAY longer list than I expected, and with a minimum of rule-fuckery. Guess I have to pick a few now too.

Thoughts?
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>>46983622
This is me, but with wizards. Any time magic shit comes up my party looks to me. Even when I'm the barbarian.
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Has anyone got a map of barovia without any labeling which I can give to my players.

Also, do you recommend giving maps at all? If so, should I give an unlabelled map for towns as well?

Thanks!
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>>46975093
>having to constantly bite and then heal someone until they've become a zombie
Way too much work, far easier just to take Cleric or Wizard levels.
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>>46975727
No short rest creature summoning spells.

>>46975778
No damaging bard cantrips.

>>46976496
Do not change a spell's level. Make a spell of the desired effect of the appropriate level.

>>46977006
The definition of loose earth is very important.

>>46977765
That's when you twin levitate.
>Let me take you to new heights.

>>46981813
Most of those abilities wouldn't work against that amount of dame. They're only effective when the damage doesn't outright kill you.
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>>46983192
Hitting things with a stick, and nothing else.
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How balanced are all the classes at level 1. I know rangers are shit, but do monks lag behind?
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>>46984005
The spells I'm changing are very specifically the Bard uniques though (since otherwise the only unique spells are a cantrip and level 1). But thanks for the feedback at least.
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>>46984026
L1 rangers are fine, the problem is that they have one good and one lackluster spec. Just allow Deep Stalker if you want two good specs.

The shadow sorc has a summon power that can also be used as a common sense fix to the beastmaster's pet.
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>>46980451
stat bonuses for a skeleton race are in the back of the DMG, in the DM workshop section. just like every other monster race.
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>>46983192
Being fun to play
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>>46983843
>Also, do you recommend giving maps at all?

No. Why would the player character be in possession of a map of Barovia? Who would you generally expect to make such a thing? Where would they keep it? Why would the players come across it? Would it look like the slick 21st-century-design-aesthetics stuff included with the book? How accurate would it be?

I think it's good to have a map for the purposes of the DM keeping track of what belongs where, but not necessarily for the players.

>>46984026
This is why the 9gag-approved 5e memes list needs to be in the standard OP, guys. Specifically at 1st level Rangers have very little to recommend them. They don't have a fighting style yet, they don't have their subclass features yet, they don't have their spells yet. Specifically at 1st level they're just a shitty Fighter. Bear in mind that 1st level frequently lasts no more than one game session, so it's not a strong reason to rule out a given class. As for monks falling behind, that depends on what you're looking to do. They fall behind on spellcasting and heavy armor use and lockpicking and such, but that's not why you want a monk. Probably. They're fine at being a reasonably-competent fightan class that has some not-just-doing-damage upside.
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>>46984221
The core is a tangible thing and pretty well mapped though.
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>>46984221
I'm always i favor of giving players maps, and I think that they are especially helpful in sandbox adventures like Ravenloft. It isn't hard to ask someone to draw you out a map of the area, and maybe offer some coin. Even peasants can be like, 'Yeah, this is Barovia, Vallaki is in the center of the valley watch out for the windmill, castle ravenloft is north of here stay the fuck away form there if you wana live, and kresk is a safe-ish place to the west.
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>>46984221
The Barovians might have maps, though they would probably be pre-invasion, so some aspects would be out of date, like still showing the village of Berez.
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>>46984281
Unless 5E changed a lot, it's been 700 years at least.
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Planning on making a 5e Black Dragonborn Fighter. I am well aware of the advantages and disadvantages (curse you lack of dark vision). Here's the kicker, should I switch to warlock for a level, get the eldritch blast cantrip and switch back to Fighter?
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Out of curiosity, let's say I have a component pouch, and a couple of spells with specific low level components that might come in handy for other stuff. Would I arguably be able to use this shit as mundane stuff, like being able to pull a piece of mica out of it?
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>>46984386
No, just bring Javelins.
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>>46984386
Why not just pick Magic Initiate (Warlock)?
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>>46984405
I'd allow it.
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>>46984345
About 700 I think.
Curse of Strahd is effectively just the very first Ravenloft adventure expanded and with more extensive content and seems to roll back on the clock a bit.
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>>46984417
Along with something that allows me to see in the dark, right? Preferably something that I can wear.
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>>46984433
I checked the old timeline; Ravenloft was formed in 350, and I6 is in 526, before any other domain was created, so it makes more sense for things to be stagnating at this point.
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>>46984454
Christ, anon, Goggles of Night or Belt of Dwarvenkind. As long as your party isn't just Dragonborn, Humans, Goliaths, or Genasi, someone can see in the fucking dark.
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>>46984433
>>46984345
400, but I feel like it's not too much of a stretch for the average person to know the area. I'm an average person and I could probably map out a good 20 mile radius of my house, in decent detail. Sure they don't have cars, but it also only days a day to walk all the way across barovia on foot if you don't waste time stopping.
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>>46984499
Thanks. I've been out of the loop when it comes to D&D for a few years now.
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>>46980855
>he's not a Dwarf
l o l
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>>46984454
It's called a lantern, anon.
Or, a friendly caster with the Light cantrip.
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New d&d player, currently playing a campaign with a monk and cleric. As a rogue, what archetype would round out the party? I like the idea of arcane trickster, but it seems underwhelming to me. Maybe I am just not seeing the potential?
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>>46984632
Absolutely 100% arcane trickster. Illusion spells complement the cleric's selection nicely, and you don't really need extra acrobatics/sneakiness with a monk in the party.

Unless the monk is a 4 Elements monk, but then you have other things to worry about. Like having a 4 Elements monk in the party.
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Alright you guys, I'm thinking of making a full class based off that one Magician homebrew a kindly anon made a short while back. More tricks, more features, 3 Archetypes, the works.
Anything in particular you guys would want to see? Any ideas for Archetypes? Bonus points for being based off of different types of magicians.
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